GPUTexture: Use immutable storage
This means textures need to have the number of mipmap levels specified upfront. It does not mean the data is immutable. There is fallback code for OpenGL < 4.2. Immutable storage will enables texture views in the future.
This commit is contained in:
@@ -626,11 +626,6 @@ static void dof_reduce_pass_init(EEVEE_FramebufferList *fbl,
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"dof_reduced_color", UNPACK2(res), mip_count, GPU_RGBA16F, NULL);
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txl->dof_reduced_coc = GPU_texture_create_2d(
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"dof_reduced_coc", UNPACK2(res), mip_count, GPU_R16F, NULL);
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/* TODO(@fclem): Remove once we have immutable storage or when mips are generated on creation.
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*/
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GPU_texture_generate_mipmap(txl->dof_reduced_color);
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GPU_texture_generate_mipmap(txl->dof_reduced_coc);
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}
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GPU_framebuffer_ensure_config(&fbl->dof_reduce_fb,
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@@ -641,11 +641,6 @@ class Texture : NonCopyable {
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}
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if (tx_ == nullptr) {
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tx_ = create(w, h, d, mips, format, data, layered, cubemap);
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if (mips > 1) {
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/* TODO(@fclem): Remove once we have immutable storage or when mips are
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* generated on creation. */
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GPU_texture_generate_mipmap(tx_);
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}
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return true;
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}
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return false;
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@@ -77,8 +77,9 @@ void immDrawPixelsTexScaledFullSize(const IMMDrawPixelsTexState *state,
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* filtering results. Mipmaps can be used to get better results (i.e. #GL_LINEAR_MIPMAP_LINEAR),
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* so always use mipmaps when filtering. */
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const bool use_mipmap = use_filter && ((draw_width < img_w) || (draw_height < img_h));
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const int mips = use_mipmap ? 9999 : 1;
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GPUTexture *tex = GPU_texture_create_2d("immDrawPixels", img_w, img_h, 1, gpu_format, NULL);
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GPUTexture *tex = GPU_texture_create_2d("immDrawPixels", img_w, img_h, mips, gpu_format, NULL);
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const bool use_float_data = ELEM(gpu_format, GPU_RGBA16F, GPU_RGB16F, GPU_R16F);
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eGPUDataFormat gpu_data_format = (use_float_data) ? GPU_DATA_FLOAT : GPU_DATA_UBYTE;
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@@ -52,11 +52,13 @@ Texture::~Texture()
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#endif
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}
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bool Texture::init_1D(int w, int layers, eGPUTextureFormat format)
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bool Texture::init_1D(int w, int layers, int mips, eGPUTextureFormat format)
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{
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w_ = w;
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h_ = layers;
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d_ = 0;
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int mips_max = 1 + floorf(log2f(w));
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mipmaps_ = min_ii(mips, mips_max);
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format_ = format;
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format_flag_ = to_format_flag(format);
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type_ = (layers > 0) ? GPU_TEXTURE_1D_ARRAY : GPU_TEXTURE_1D;
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@@ -66,11 +68,13 @@ bool Texture::init_1D(int w, int layers, eGPUTextureFormat format)
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return this->init_internal();
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}
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bool Texture::init_2D(int w, int h, int layers, eGPUTextureFormat format)
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bool Texture::init_2D(int w, int h, int layers, int mips, eGPUTextureFormat format)
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{
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w_ = w;
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h_ = h;
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d_ = layers;
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int mips_max = 1 + floorf(log2f(max_ii(w, h)));
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mipmaps_ = min_ii(mips, mips_max);
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format_ = format;
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format_flag_ = to_format_flag(format);
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type_ = (layers > 0) ? GPU_TEXTURE_2D_ARRAY : GPU_TEXTURE_2D;
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@@ -80,11 +84,13 @@ bool Texture::init_2D(int w, int h, int layers, eGPUTextureFormat format)
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return this->init_internal();
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}
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bool Texture::init_3D(int w, int h, int d, eGPUTextureFormat format)
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bool Texture::init_3D(int w, int h, int d, int mips, eGPUTextureFormat format)
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{
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w_ = w;
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h_ = h;
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d_ = d;
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int mips_max = 1 + floorf(log2f(max_iii(w, h, d)));
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mipmaps_ = min_ii(mips, mips_max);
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format_ = format;
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format_flag_ = to_format_flag(format);
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type_ = GPU_TEXTURE_3D;
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@@ -94,11 +100,13 @@ bool Texture::init_3D(int w, int h, int d, eGPUTextureFormat format)
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return this->init_internal();
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}
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bool Texture::init_cubemap(int w, int layers, eGPUTextureFormat format)
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bool Texture::init_cubemap(int w, int layers, int mips, eGPUTextureFormat format)
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{
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w_ = w;
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h_ = w;
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d_ = max_ii(1, layers) * 6;
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int mips_max = 1 + floorf(log2f(w));
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mipmaps_ = min_ii(mips, mips_max);
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format_ = format;
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format_flag_ = to_format_flag(format);
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type_ = (layers > 0) ? GPU_TEXTURE_CUBE_ARRAY : GPU_TEXTURE_CUBE;
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@@ -198,18 +206,18 @@ static inline GPUTexture *gpu_texture_create(const char *name,
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switch (type) {
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case GPU_TEXTURE_1D:
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case GPU_TEXTURE_1D_ARRAY:
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success = tex->init_1D(w, h, tex_format);
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success = tex->init_1D(w, h, mips, tex_format);
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break;
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case GPU_TEXTURE_2D:
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case GPU_TEXTURE_2D_ARRAY:
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success = tex->init_2D(w, h, d, tex_format);
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success = tex->init_2D(w, h, d, mips, tex_format);
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break;
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case GPU_TEXTURE_3D:
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success = tex->init_3D(w, h, d, tex_format);
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success = tex->init_3D(w, h, d, mips, tex_format);
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break;
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case GPU_TEXTURE_CUBE:
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case GPU_TEXTURE_CUBE_ARRAY:
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success = tex->init_cubemap(w, d, tex_format);
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success = tex->init_cubemap(w, d, mips, tex_format);
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break;
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default:
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break;
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@@ -287,7 +295,7 @@ GPUTexture *GPU_texture_create_compressed_2d(
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const char *name, int w, int h, int miplen, eGPUTextureFormat tex_format, const void *data)
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{
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Texture *tex = GPUBackend::get()->texture_alloc(name);
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bool success = tex->init_2D(w, h, 0, tex_format);
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bool success = tex->init_2D(w, h, 0, miplen, tex_format);
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if (!success) {
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delete tex;
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@@ -101,10 +101,10 @@ class Texture {
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virtual ~Texture();
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/* Return true on success. */
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bool init_1D(int w, int layers, eGPUTextureFormat format);
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bool init_2D(int w, int h, int layers, eGPUTextureFormat format);
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bool init_3D(int w, int h, int d, eGPUTextureFormat format);
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bool init_cubemap(int w, int layers, eGPUTextureFormat format);
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bool init_1D(int w, int layers, int mips, eGPUTextureFormat format);
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bool init_2D(int w, int h, int layers, int mips, eGPUTextureFormat format);
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bool init_3D(int w, int h, int d, int mips, eGPUTextureFormat format);
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bool init_cubemap(int w, int layers, int mips, eGPUTextureFormat format);
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bool init_buffer(GPUVertBuf *vbo, eGPUTextureFormat format);
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virtual void generate_mipmap() = 0;
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@@ -240,6 +240,7 @@ static void detect_workarounds()
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GLContext::texture_cube_map_array_support = false;
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GLContext::texture_filter_anisotropic_support = false;
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GLContext::texture_gather_support = false;
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GLContext::texture_storage_support = false;
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GLContext::vertex_attrib_binding_support = false;
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return;
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}
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@@ -439,6 +440,7 @@ bool GLContext::shader_draw_parameters_support = false;
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bool GLContext::texture_cube_map_array_support = false;
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bool GLContext::texture_filter_anisotropic_support = false;
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bool GLContext::texture_gather_support = false;
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bool GLContext::texture_storage_support = false;
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bool GLContext::vertex_attrib_binding_support = false;
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/** Workarounds. */
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@@ -501,6 +503,7 @@ void GLBackend::capabilities_init()
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GLContext::texture_cube_map_array_support = GLEW_ARB_texture_cube_map_array;
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GLContext::texture_filter_anisotropic_support = GLEW_EXT_texture_filter_anisotropic;
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GLContext::texture_gather_support = GLEW_ARB_texture_gather;
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GLContext::texture_storage_support = GLEW_VERSION_4_3;
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GLContext::vertex_attrib_binding_support = GLEW_ARB_vertex_attrib_binding;
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detect_workarounds();
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@@ -64,6 +64,7 @@ class GLContext : public Context {
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static bool texture_cube_map_array_support;
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static bool texture_filter_anisotropic_support;
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static bool texture_gather_support;
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static bool texture_storage_support;
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static bool vertex_attrib_binding_support;
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/** Workarounds. */
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@@ -69,9 +69,79 @@ bool GLTexture::init_internal()
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return false;
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}
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this->ensure_mipmaps(0);
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GLenum internal_format = to_gl_internal_format(format_);
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const bool is_cubemap = bool(type_ == GPU_TEXTURE_CUBE);
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const bool is_layered = bool(type_ & GPU_TEXTURE_ARRAY);
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const bool is_compressed = bool(format_flag_ & GPU_TEXTURE_ARRAY);
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const int dimensions = (is_cubemap) ? 2 : this->dimensions_count();
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GLenum gl_format = to_gl_data_format(format_);
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GLenum gl_type = to_gl(to_data_format(format_));
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/* Avoid issue with incomplete textures. */
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auto mip_size = [&](int h, int w = 1, int d = 1) -> size_t {
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return divide_ceil_u(w, 4) * divide_ceil_u(h, 4) * divide_ceil_u(d, 4) *
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to_block_size(format_);
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};
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switch (dimensions) {
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default:
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case 1:
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if (GLContext::texture_storage_support) {
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glTexStorage1D(target_, mipmaps_, internal_format, w_);
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}
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else {
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for (int i = 0, w = w_; i < mipmaps_; i++) {
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if (is_compressed) {
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glCompressedTexImage1D(target_, i, internal_format, w, 0, mip_size(w), nullptr);
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}
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else {
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glTexImage1D(target_, i, internal_format, w, 0, gl_format, gl_type, nullptr);
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}
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w = max_ii(1, (w / 2));
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}
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}
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break;
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case 2:
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if (GLContext::texture_storage_support) {
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glTexStorage2D(target_, mipmaps_, internal_format, w_, h_);
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}
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else {
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for (int i = 0, w = w_, h = h_; i < mipmaps_; i++) {
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for (int f = 0; f < (is_cubemap ? 6 : 1); f++) {
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GLenum target = (is_cubemap) ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + f : target_;
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if (is_compressed) {
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glCompressedTexImage2D(target, i, internal_format, w, h, 0, mip_size(w, h), nullptr);
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}
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else {
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glTexImage2D(target, i, internal_format, w, h, 0, gl_format, gl_type, nullptr);
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}
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}
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w = max_ii(1, (w / 2));
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h = is_layered ? h_ : max_ii(1, (h / 2));
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}
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}
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break;
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case 3:
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if (GLContext::texture_storage_support) {
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glTexStorage3D(target_, mipmaps_, internal_format, w_, h_, d_);
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}
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else {
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for (int i = 0, w = w_, h = h_, d = d_; i < mipmaps_; i++) {
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if (is_compressed) {
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glCompressedTexImage3D(
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target_, i, internal_format, w, h, d, 0, mip_size(w, h, d), nullptr);
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}
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else {
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glTexImage3D(target_, i, internal_format, w, h, d, 0, gl_format, gl_type, nullptr);
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}
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w = max_ii(1, (w / 2));
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h = max_ii(1, (h / 2));
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d = is_layered ? d_ : max_ii(1, (d / 2));
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}
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}
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break;
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}
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this->mip_range_set(0, mipmaps_ - 1);
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/* Avoid issue with formats not supporting filtering. Nearest by default. */
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if (GLContext::direct_state_access_support) {
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glTextureParameteri(tex_id_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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@@ -105,67 +175,6 @@ bool GLTexture::init_internal(GPUVertBuf *vbo)
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return true;
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}
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void GLTexture::ensure_mipmaps(int miplvl)
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{
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int effective_h = (type_ == GPU_TEXTURE_1D_ARRAY) ? 0 : h_;
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int effective_d = (type_ != GPU_TEXTURE_3D) ? 0 : d_;
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int max_dimension = max_iii(w_, effective_h, effective_d);
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int max_miplvl = floor(log2(max_dimension));
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miplvl = min_ii(miplvl, max_miplvl);
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while (mipmaps_ < miplvl) {
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int mip = ++mipmaps_;
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const int dimensions = this->dimensions_count();
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int w = mip_width_get(mip);
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int h = mip_height_get(mip);
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int d = mip_depth_get(mip);
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GLenum internal_format = to_gl_internal_format(format_);
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GLenum gl_format = to_gl_data_format(format_);
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GLenum gl_type = to_gl(to_data_format(format_));
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GLContext::state_manager_active_get()->texture_bind_temp(this);
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if (type_ == GPU_TEXTURE_CUBE) {
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for (int i = 0; i < d; i++) {
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GLenum target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + i;
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glTexImage2D(target, mip, internal_format, w, h, 0, gl_format, gl_type, nullptr);
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}
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}
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else if (format_flag_ & GPU_FORMAT_COMPRESSED) {
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size_t size = ((w + 3) / 4) * ((h + 3) / 4) * to_block_size(format_);
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switch (dimensions) {
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default:
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case 1:
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glCompressedTexImage1D(target_, mip, internal_format, w, 0, size, nullptr);
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break;
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case 2:
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glCompressedTexImage2D(target_, mip, internal_format, w, h, 0, size, nullptr);
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break;
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case 3:
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glCompressedTexImage3D(target_, mip, internal_format, w, h, d, 0, size, nullptr);
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break;
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}
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}
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else {
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switch (dimensions) {
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default:
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case 1:
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glTexImage1D(target_, mip, internal_format, w, 0, gl_format, gl_type, nullptr);
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break;
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case 2:
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glTexImage2D(target_, mip, internal_format, w, h, 0, gl_format, gl_type, nullptr);
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break;
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case 3:
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glTexImage3D(target_, mip, internal_format, w, h, d, 0, gl_format, gl_type, nullptr);
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break;
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}
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}
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}
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this->mip_range_set(0, mipmaps_);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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@@ -216,9 +225,7 @@ void GLTexture::update_sub(
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BLI_assert(validate_data_format(format_, type));
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BLI_assert(data != nullptr);
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this->ensure_mipmaps(mip);
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if (mip > mipmaps_) {
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if (mip >= mipmaps_) {
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debug::raise_gl_error("Updating a miplvl on a texture too small to have this many levels.");
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return;
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}
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@@ -283,7 +290,6 @@ void GLTexture::update_sub(
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*/
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void GLTexture::generate_mipmap()
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{
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this->ensure_mipmaps(9999);
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/* Some drivers have bugs when using #glGenerateMipmap with depth textures (see T56789).
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* In this case we just create a complete texture with mipmaps manually without
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* down-sampling. You must initialize the texture levels using other methods like
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@@ -77,8 +77,6 @@ class GLTexture : public Texture {
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private:
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bool proxy_check(int mip);
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/** Will create enough mipmaps up to get to the given level. */
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void ensure_mipmaps(int mip);
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void update_sub_direct_state_access(
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int mip, int offset[3], int extent[3], GLenum gl_format, GLenum gl_type, const void *data);
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GPUFrameBuffer *framebuffer_get();
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Reference in New Issue
Block a user